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Re: Game idea....
I send out one message that sparks an interesting discussion and then
my isp's mistake prevents me from receiving email for 2 days.
> > How much control is the player given? What stops him from designing a
> > kill everything on screen for no energy weapon?
> Why should he be stopped? If he did that, then the game would no longer
> be challenging, and no longer enjoyable.
Although this discussion is facinating, most missed what I meant in
my original game idea. I wasn't refering to a networked game at all.
(A deathmatch or cooperative megaman is an interesting idea by itself.)
Take Super Mario Brothers. Why did they bother putting in a jump limit?
Simply telling people not to jump high wouldn't of made an enjoyable
game. Instead the players needs to learn his limits and use skill to
escape situations. I want the same thing for my programmable megaman.
Perhaps he designs a flying machine to get over a pit. Someone else
designs a mega jump because it takes less energy. Another person
simply makes a brick layer. For weapons you might want area effect,
sinusodal, close combat, or tracking. Perhaps even design weapons
that anticipate the opponent's movement rather than just tracking.
Dennis Payne
dulsi@identicalsoftware.com